Single Finger User Interface Camera Control

ABSTRACT

Methods, systems, and apparatus, including medium-encoded computer program products, for controlling a virtual camera in a three dimensional environment displayed on a two dimensional touchscreen display of a handheld mobile computing device include: rendering a camera-control user interface (UI) element in a portrait mode UI; receiving first input indicating contact with the UI element, and then receiving second input indicating movement of the maintained contact point; rotating the camera view around a targeted location responsive to the second input indicating movement along a first axis of the UI element; zooming the camera view in and out from the targeted location responsive to the second input indicating movement up and down along a second axis of the UI element; and rendering changes to which portion of the three dimensional environment is shown from which perspective responsive to changing the camera view while the second input is received.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation application of and claims the benefitof priority to U.S. application Ser. No. 17/200,655, filed on Mar. 12,2021, the contents of which are hereby incorporated by reference.

BACKGROUND Technical Field

This specification relates to user interfaces for mobile devices, suchas for controlling a virtual camera in a three dimensional environmentdisplayed on a two dimensional touchscreen display of a handheld mobilecomputing device.

Description of Related Art

Mobile computing devices, such as smartphones and tablet computers, havebeen used to display and enable interaction with three dimensionalvirtual environments, such as three dimensional game environments. Inthe context of games designed for mobile devices, frequently the userinterface requires the mobile device to be in landscape viewing mode,where the device is held horizontally, to play the game. However, somegames provide a user interface that will operate in either the landscapemode or the portrait viewing mode, where the device is held vertically,and some games have a user interface that requires the mobile device beheld in the portrait mode. Further, touchscreen user interfaces thatoperate in portrait mode on smartphones require at least two fingers tocontrol at least a zoom function of the user interface because pinchlogic is used to control zooming in and out of the three dimensionalenvironment.

SUMMARY

This specification describes technologies relating to user interfacesfor controlling a virtual camera in a three dimensional environmentdisplayed on a two dimensional touchscreen display of a handheld mobilecomputing device.

In general, one or more aspects of the subject matter described in thisspecification can be embodied in a handheld mobile computing deviceconfigured to perform one or more methods (and also one or morenon-transitory computer-readable mediums tangibly encoding a computerprogram operable to cause data processing apparatus to performoperations) including: causing rendering of a user interface element ina portrait mode user interface of an application running on a handheldmobile computing device, wherein the portrait mode user interface ispresented on a two dimensional touchscreen display of the handheldmobile computing device, the application presents a three dimensionalenvironment on the two dimensional touchscreen display of the handheldmobile computing device, and the user interface element provides controlof a camera view in the three dimensional environment, the camera viewdefining which portion of the three dimensional environment is shown onthe two dimensional touchscreen display from which perspective in thethree dimensional environment; receiving first input indicating a user'sfinger has made contact with the two dimensional touchscreen displaywithin a boundary of the user interface element, and then receivingsecond input indicating the user's finger has slid across the twodimensional touchscreen display while the finger contact with the twodimensional touchscreen display is maintained; changing the camera viewby rotating the camera view clockwise and counter-clockwise around atargeted location in the three dimensional environment responsive to thesecond input indicating movement of the finger right and left along afirst axis of the user interface element; changing the camera view byzooming the camera view in and out from the targeted location in thethree dimensional environment responsive to the second input indicatingmovement of the finger up and down along a second axis of the userinterface element; and causing rendering of changes to which portion ofthe three dimensional environment is shown on the two dimensionaltouchscreen display from which perspective in the three dimensionalenvironment, as defined by the camera view, responsive to changing thecamera view while the second input is received.

One or more aspects of the subject matter described in thisspecification can also be embodied in a smartphone including: atouchscreen display; one or more processors coupled with the touchscreendisplay; and one or more memory devices encoding instructions that, whenrun on the one or more processors cause the one or more processors torender to the touchscreen display of the smartphone a portrait mode userinterface showing a three dimensional environment and including a userinterface element that provides control of a camera view in the threedimensional environment, the camera view defining which portion of thethree dimensional environment is shown on the touchscreen display fromwhich perspective in the three dimensional environment, receive firstinput indicating a user's finger has made contact with the touchscreendisplay within a boundary of the user interface element, receive secondinput indicating the user's finger has slid across the touchscreendisplay while the finger contact with the two dimensional touchscreendisplay is maintained, change the camera view by rotating the cameraview clockwise and counter-clockwise around a targeted location in thethree dimensional environment responsive to the second input indicatingmovement of the finger right and left along a first axis of the userinterface element, change the camera view by zooming the camera view inand out from the targeted location in the three dimensional environmentresponsive to the second input indicating movement of the finger up anddown along a second axis of the user interface element, and renderchanges to which portion of the three dimensional environment is shownon the touchscreen display from which perspective in the threedimensional environment, as defined by the camera view, responsive tochanging the camera view while the second input is received.

These and other embodiments can optionally include one or more of thefollowing features. Changing the camera view responsive to movementalong the second axis can include changing a distance from the targetedlocation and a height above the targeted location for the camera viewresponsive to the second input indicating movement of the finger up anddown along the second axis of the user interface element. Changing thecamera view responsive to movement along the second axis can includeschanging a pitch of the camera view in addition to the distance and theheight.

Changing the camera view responsive to movement along the second axiscan include changing the distance, the height, and the pitch of thecamera in accordance with a function defined based on dimensions of thethree dimensional environment. Changing the camera view responsive tomovement along the second axis can include moving the targeted locationtoward a predefined location in the three dimensional environment as thedistance is increased, the height is increased, and the pitch is loweredwhile the second input is received.

Changing the camera view responsive to movement along the first axis caninclude moving the targeted location toward the predefined location inthe three dimensional environment as the camera view is rotated aroundthe targeted location. Moving the targeted location toward thepredefined location can be done when zooming out, but need not be donewhen zooming in, and need not be done when rotating without any zoom.

The predefined location in the three dimensional environment can be alocation in three dimensional space where a ball is expected to hit anobject in the three dimensional environment when the ball is struck. Theuser interface element can include first and second icons representingthe first axis, third and fourth icons representing the second axis, anda fifth icon, the first input can indicate the user's finger has madecontact with the fifth icon.

Further, the method can include, or the one or more memory devices canencode the instructions that (when run on the one or more processors)cause the one or more processors to perform operations including:changing a position of the fifth icon in relation to the first, second,third, and fourth icons responsive to the second input; and causingrendering on the touchscreen display of the position of the fifth iconas it is changed. Moreover, the first icon can be a clockwise circulararrow, the second icon can be a counter-clockwise circular arrow, thethird icon can be a plus sign, the fourth icon can be a minus sign, andthe fifth icon can represent a camera.

Various embodiments of the subject matter described in thisspecification can be implemented to realize one or more of the followingadvantages. The user interface for an application on a mobile computingdevice having a touchscreen can enable all interactions with theapplication in portrait mode (including zooming a camera view in and outwithin a three dimensional environment presented on the touchscreen) tobe done using a single finger. Holding the mobile computing device(e.g., a smartphone) in portrait mode, the user interface allows theuser of the device to hold the device with a single hand while alsocontrolling rotation and zoom functions with a single finger (e.g., athumb) of this same single hand. No pinch logic is needed for the zoomfunction. Thus, there is no need to hold the smartphone with one hand,and then use the fingers of the other hand to control the camera.

A user interaction to control the camera view in an application on asmartphone is made possible, where this approach to user control of theapplication (controlling the camera view with the same single hand thatholds the smartphone) was not possible before and significantlysimplifies user control of the application. Use of the application inlocations where one's other hand is needed for other actions, such asholding onto a strap, pole or rail in a public transportation vehicle,or holding one's coffee, is facilitated. Moreover, the user interfaceincreases comfort and flexibility when using the smartphone, as one handis left entire free; there is no need to use two hands to control therotation and zoom functions, meaning the smartphone held in one hand canbe kept clean while the other hand is engaged in a messy task, such aseating popcorn (the screen of the smartphone is not made greasy bycontact with the other hand).

The details of one or more embodiments of the subject matter describedin this specification are set forth in the accompanying drawings and thedescription below. Other features, aspects, and advantages of theinvention will become apparent from the description, the drawings, andthe claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic diagram of a data processing system including adata processing apparatus implementing a user interface for interactionwith a three dimensional environment presented by the data processingapparatus.

FIG. 2 is a flowchart showing an example of a process that provides usercontrol over a camera view into a three dimensional environment.

FIGS. 3A-3F show a smartphone display presenting an example of a userinterface with user control over a camera view into a three dimensionalenvironment.

FIGS. 4A-4D show examples of camera path construction and modificationfor camera view movements.

Like reference numbers and designations in the various drawings indicatelike elements.

DETAILED DESCRIPTION

FIG. 1 is a schematic diagram of a data processing system including adata processing apparatus 100 implementing a user interface 104 forinteraction with a three dimensional environment presented by the dataprocessing apparatus 100. The data processing apparatus 100 is connectedwith one or more computers 190 through a communications network 180,which can be a private network, a public network, a virtual privatenetwork, a peer-to-peer network, etc. For example, the data processingapparatus 100 can be a smartphone configured to communicate over bothcell phone and WiFi networks 180.

The data processing apparatus 100 includes one or more software modules,which can be distributed between an applications layer and an operatingsystem of the apparatus 100, where these software module(s) enable userinteraction with a three dimensional environment presented by the dataprocessing apparatus 100. For example, the data processing apparatus 100can be a smartphone with a golfing application 104 installed thereon.Other types of applications or user interface programs 104 are alsopossible, e.g., a mapping application for use in route planning.

The data processing apparatus 100 includes hardware or firmware devicesincluding one or more processors 112, one or more additional devices114, a computer readable medium 116, and a communication interface 118,which is used to communicate with the one or more computers 190 over thenetwork 180. Each processor 112 is capable of processing instructionsfor execution within the data processing apparatus 100, where theseinstructions include those used to implement the user interface, asdescribed in this specification. In some implementations, the processor112 is a single or multi-threaded processor. Each processor 112 iscapable of processing instructions stored on the computer readablemedium 116 or on a storage device such as one of the additional devices114, e.g., a hard disk device, a solid state memory device, or acombination thereof. Further, in some implementations, the application104 can operate using some instructions that run on processor(s) 112 andsome instructions that run on processor(s) located in the one or morecomputers 190, e.g., the application 104 can operate as a client in aclient-server computing system, including a combination of a back-endcomponent, e.g., a data server, a middleware component, e.g., anapplication server, and a front-end component, e.g., a client computerhaving a graphical user interface or a Web browser through which a usercan interact with an implementation of the subject matter described isthis specification.

The data processing apparatus 100 also includes one or more userinterface devices 120, which can be employed by the application 104 tointeract with a user, as described in this specification. For example, auser interface device 120 can be a two dimensional touchscreen displayof a mobile computing device, such as a smartphone, which serves as bothan input and an output device 120 for the computing device 100. Otherexamples of user interface devices 120 include a camera, a speaker, anda microphone.

FIG. 2 is a flowchart showing an example of a process (e.g., performedby the data processing apparatus 100) that provides user control over acamera view into a three dimensional (3D) environment. A user interface(UI) is presented 200, where the UI shows a 3D environment and a cameracontrol for the presented view into the 3D environment. For example, theUI can be a portrait mode UI, e.g., on a smartphone designed primarilyfor portrait mode interactions, and a program providing the UI can causethe mobile computing device to render the UI to a touchscreen display ofthe mobile computing device.

Input is received 205 through the UI. This input can be received 205using traditional hardware and operating system (OS) routines. Forexample, the input can be contact made by a user's finger with atouchscreen display of the mobile computing device. Also, the UI canprovide various types of functionality for the user other than cameracontrol. Thus, when it is determined 210 that the received input is notto the cameral control UI element described in this specification, theuser input is processed 215 for other portions of the UI'sfunctionality, and the UI can then be updated 200. Note that thisprocessing 215 can include making updates to the camera position, otherUI aspects, the 3D environment, etc. For example, the user input can beprocessed 215 to pan the camera to a new position.

FIG. 3A shows an example of a smartphone 300 with a touchscreen display305. Presented on the touchscreen display 305 is a 3D environment 310,which in this example is for a golf game. Thus, the 3D environment 310includes a flag 315 marking a hole on a green of a golf course, an arc320 (e.g., an animated arc 320) representing the expected trajectory ofthe golf ball (through the air) once it is hit from a tee location (notshown on the screen but having its location indicated spatially in the3D environment 310 by player icon 312), and an expected first landingpoint 325 of the golf ball in the 3D environment 310 (in accordance withphysics simulation of the ball's trajectory). The UI can be designed toallow panning the camera view to a new position by simply grabbing andmoving the 3D environment 310 itself.

Thus, the user input can be from the user's finger touching 330 thescreen 305 at a ground position, and then sliding the finger across thetwo dimensional (2D) touchscreen display 305 while the finger contactwith the 2D touchscreen display is maintained. FIG. 3B shows the resultof the user sliding the 3D environment 310 up and to the right on thedisplay 305. As shown, the presented view into the 3D environment 310has been changed by moving the camera view in the X and Y (width andlength) dimensions of the 3D environment 310, which causes the firstlanding point 325 to shift to a new position on the screen 305 (whileremaining in the same location in the 3D environment 310) and causesmore of the arc 320 to be presented on the screen 305. Various other UIinterface elements can be provided as well, such as an aimer UI element335, which the user can grab (e.g., on one of the aimer's handles) andmove (with the same single finger used to pan the 3D environment 310) tochange the location of the first landing point 325 in the 3D environment310. In some implementations, the UI also allows changing of thelocation 325 by double tapping the screen 305.

Furthermore, the UI includes an additional user interface element, e.g.,camera control 340, that provides control of the camera view in the 3Denvironment. Returning to FIG. 2, the check 210 can involve determiningthat the user input begins within a boundary of a user interface elementthat provides more than one type of concurrent control of the cameraview in the 3D environment, where the camera view defines which portionof the 3D environment is shown on the 2D touchscreen display, from whichperspective in the 3D environment. When this occurs, an additional check220 is performed to see if the user input continues to be received.While the user input continues to be received 220 (e.g., input isreceived that indicates the user's finger has slid across thetouchscreen display while the finger contact with the display ismaintained) various processes are performed in response to this userinput.

When the continued user input indicates 225 change along a first axis ofthe camera control UI element, the process operates differentlydepending on the direction of the change along the first axis. When theinput is to the right along the first axis, the camera view can berotated 230 clockwise around a target location in the 3D environment.When the input is to the left along the first axis, the camera view canbe rotated 235 counter-clockwise around the target location in the 3Denvironment. In some implementations, the direction-to-rotation mappingis reversed.

Further, when the continued user input indicates 240 change along asecond axis of the camera control UI element, the process again operatesdifferently depending on the direction of the change along the secondaxis. When the input is up along the second axis, the camera view can bezoomed 245 into a target location in the 3D environment, e.g.,decreasing 245 both a distance from the targeted location and a heightabove the targeted location for the camera view responsive to the userinput. When the input is down on the second axis, the camera view can bezoomed 255 out from the target location in the 3D environment, e.g.,increasing 255 both the distance from the targeted location and theheight above the targeted location for the camera view responsive to theuser input. In some implementations, the direction-to-zoom mapping isreversed.

In addition, in some implementations, the tilt angle of the camera viewcan be changed at the same time, responsive to the input along thesecond axis. The pitch of the camera can be raised 250 in response tothe input along the second axis indicating a zoom in; the optical axisof the virtual camera in the 3D environment is moved closer to thehorizontal (X,Y) plane in the 3D environment. Likewise, the pitch of thecamera can be lowered 260 in response to input along the second axisindicating a zoom out; the optical axis of the virtual camera in the 3Denvironment is moved away from the horizontal (X,Y) plane in the 3Denvironment.

Note that the changes along the first and second axes can occursimultaneously and the user input's impact on the two axes can beprocessed concurrently or in parallel. Likewise, the user is free toonly make changes along each of the respective axes of the cameracontrol individually and in sequence, e.g., zoom and then rotate, ratherthan zoom and rotate at the same time. In any case, while the changes tothe camera view are made, the UI presented on the display is updated(e.g., rendered) 265 as the changes are made. Thus, the user can see theperspective changes for the 3D environment in real-time as the usermanipulates the camera control UI element, and the user has full controlof both zoom and rotation of the camera view into the 3D environmentwhile providing input to the camera control UI element using a singlefinger of the same hand that holds the mobile computing device.

Returning to FIG. 3B, note that the first and second axes need not beexplicitly shown in the camera control UI element 340. In someimplementations, the camera control UI element 340 can include first andsecond icons (e.g., a clockwise circular arrow 341 and acounter-clockwise circular arrow 342) representing the first axis, andthird and fourth icons (e.g., a plus sign 343 and a minus sign 344)representing the second axis. In addition, a fifth icon (e.g., a cameraicon 345) can be included to provide a visible control point for theuser input to select. Thus, the input within the boundary of the UIelement 340 that triggers user control of the camera view can be inputindicating selection of the fifth icon 345, which allows other controlfunctions to be added to the UI element 340, such as allowing the UIelement 340 to be grabbed at its border and moved to a new position inthe user interface. Moreover, the camera control input can involvechanging the position of the fifth icon 345 in relation to the first,second, third, and fourth icons 341-344, where this change in positionis rendered to the display to provide visual feedback to the user of thecamera control functionality as it is used.

FIGS. 3C-3F show an example of this. As shown in FIG. 3C, a useractivates the camera control UI by touching 350 the screen 305 at thefifth icon 345, and while this finger contact with the 2D touchscreendisplay 305 is maintained, the user slides her single finger in a chosendirection along one or both of the two axes. In the example shown, theuser first slides her finger up and to the right, indicating a desire tozoom into the target location while simultaneously rotating clockwisearound the target location. This change in perspective is shown in FIG.3D, where the landing point 325 is now closer, and the arc 320 shows therotated orientation in the 3D environment. Note that the player icon 312also shows this change in orientation. Further note that the camera tilthas changed such that the camera pitch angle raises, which keeps more ofthe 3D environment (of interest to the user) in view on the screen asthe user zooms in.

The user can then continue the clockwise rotation while changing tozooming out by sliding her finger down while staying to the right sideof the camera control 340. FIG. 3E shows how the rendering of the cameracontrol 340 is updated in response to this movement of the user's touchpoint 350. FIG. 3E also shows the resulting change in perspective: afurther rotational change in orientation with respect to the 3Denvironment in combination with zooming out from the targeted location,where the zoom out includes both increasing the distance from and heightabove the targeted location and tilting the camera down to again keepmore of the 3D environment (of interest to the user) in view on thescreen.

Finally, as noted above, the user is free to move the touch point 350 inonly a single axis at a time, allowing the user to both zoom in and outwithout making a rotation, and rotate left and right without changingthe zoom amount. FIG. 3F shows an example where the user has kept thesame zoom amount from that of FIG. 3E and has moved her touch point 350to the left, thus causing a counter-clockwise rotation of the cameraview around the targeted location. In some implementations, the distanceof the touch point 350 (on each of the respective first and second axes)from the center of the camera control UI 340 controls the speed of themotion (for each of the rotation and zoom movements). The relationshipbetween the distances and the movement speeds can be a linearrelationship, or other functional relationships.

In the example of FIGS. 3A-3F, the targeted location is the ball'slanding point 325, which can be repositioned using the aimer UI element335, as noted above. But this need not be the case; other targetedlocations can be used. For example, the center of the screen can be usedas the anchoring point for zoom in/out, rather than the target landingpoint 325. In some implementations, a series of hot points can bedefined (by the user through a UI and/or by the application itself) inthe 3D environment, and then the user can be enabled to toggle throughor select which of the hot points to use as the anchoring point for zoomin/out. Note that the this anchor point(s) for zoom in/out can be thesame or different than those used for rotation, as discussed in furtherdetail below.

In addition, in some implementations, changing the camera viewresponsive to the user input involves changing the distance, the height,and the pitch of the camera in accordance with a function (e.g., aspline, a parabola or other function) defined based on dimensions of the3D environment. FIG. 4A is a flowchart showing an example of a process(e.g., performed by the data processing apparatus 100) of camera pathconstruction and modification for camera view movements. In someimplementations, a function is defined 400 for use in controlling cameraview movements in the 3D environment in response to user input via theuser interface. The function can be a spline (or other type of functiondefinition) that is based on the dimensions of the 3D environment, i.e.,defined in accordance with the overall size and shape of the terrain(e.g., a small hole versus a large hole in a golf game) to cause thecamera to sweep back further, during zoom out in larger 3D environments,to provide a wider view to the user. For example, the function can bedefined 400 to begin at or near the targeted location and end at or neara highest available point in the 3D environment at a horizontal distancefrom the targeted location that is a specified percentage (e.g.,50%-100%) of the smallest (or largest) size of the two horizontaldimensions. With this function defined for the targeted location in the3D environment, the camera view is then changed 405 responsive to userinput (as described herein) in accordance with the function.

FIG. 4B shows an example of a 3D environment 450, which has predefinedlimits on the size of the three spatial dimensions: X (width), Y(length), and Z (height). Note that the 3D environment 450 can be longand narrow, which is typical for golf games, which makes the portraitmode UI described herein particularly advantageous since the user oftenwants to see the 3D environment stretched out in front of them on thedisplay. As shown in FIG. 4B, a function 465 has been defined withrespect to a targeted location 460. This function 465 can be used todetermine 405 the distance and height of the camera view as the userinput is received to change the zoom level, and this function 465 can berotated around the targeted location 460 as the user input is receivedto rotate the camera view around the targeted location 460. Note thatwhile this description focuses on a 2D function 465 that is rotated in3D space, it will be appreciated that the function 465 can also be a 3Dfunction.

In some implementations, the function 465 also specifies the pitch angleof the camera view. FIG. 4C shows the function 465 in relation to justthe X and Z dimensions for ease of presentation. The pitch angle (tilt)of the camera view can be determined 405 using the slope of the function465 at the point on the function 465 where the camera is currentlypositioned. Thus, when the user zooms out, the camera view tilts down toprovide a bird's eye view of the 3D environment, and when the user zoomsin, the camera view tilts up until a person's view (while standing onthe ground) is shown, e.g., the view of a golfer on a golf course. Thisautomatically provides the user with a better view of the 3D environmentas the user zooms in and out from the targeted location. Note that theamount of the change in the tilt can be more or less extreme indifferent implementations, and in some cases, the amount of the cameratilt change can be set based on the dimensions of the 3D environmentand/or objects of interest in the 3D environment, e.g., by defining 400the function accordingly.

In addition, in some implementations, the targeted location 460 can bemoved as the user input is received. For example, the targeted location460 can be set as the 3D point on the ground in the 3D environment thatis currently in the center of the 2D view (of that 3D environment)presented on the display, and changing the camera view responsive tomovement of the user input along the second axis of the camera controlUI element can include moving 410 the targeted location toward apredefined location in the 3D environment during a zoom out, e.g., asthe distance and height are increased in response to user input, thecenter of the 2D view can be moved toward the expected first landingpoint of the ball.

FIG. 4D shows an example of this, where the function 465 is shown inrelation to just the X and Y dimensions for ease of presentation. As thezoom out input is received, the targeted location 460 is moved 470toward a predefined location 475. This provides a functional advantagefor the UI in that the user is free to move (pan) the camera view to adifferent location in the 3D environment, but as soon as the user beginsto zoom out, the camera view automatically re-centers on the key pointof interest in the 3D environment, e.g., on the aimer location 325. Insome implementations, the movement 410, 470 of the targeted location 460only occurs during zoom out, but does not occur during zoom in or duringrotation.

Thus, the user can pan the camera view to a new location in the 3Denvironment, zoom into that location and rotate around it, but thenreadily find the key point of interest in the 3D environment by simplyzooming out, all while providing continuous input with a single fingerto the single camera control UI element. Note that this is verydifferent from traditional pinch logic, where the zoom is done withrespect to a location defined by wherever the user's two fingers happento touch the screen. This approach provides a UI that facilitates fullunderstanding and planning for a projected, multi-step path through a 3Denvironment (e.g., a round of golf, a multi-day backpacking trip, etc.)with an easy to use (intuitive) single finger control of both zoom androtation. Other variations are also possible while still achieving thebenefits of the improved UI. In some implementations, the movement 410,470 of the targeted location occurs both during zoom out and during zoomin. Further, in some implementations, the targeted location is moved415, 470 toward the predefined location in the 3D environment duringrotation, e.g., as the camera view is rotated around the targetedlocation in response to user input, the center of the 2D view can bemoved toward the expected first landing point of the ball. Note thatadditional changes can be made for the targeted location 460 in someimplementations. For example, the UI can include an interface elementthat allows the user to modify the targeted location used by the cameracontrol (e.g., allowing the user to switch the targeted location betweenthe aimer location 325, the ground point in the 3D environment that iscurrently in the center of the screen, and potentially other objects orlocations in the 3D environment). Additional options include providingan interface element in the UI that allows the user to modify when andhow the targeted location is moved (with respect to the predefinedlocation) by the UI in response to input indication camera rotationand/or camera zoom.

Moreover, the movements of the camera in response the user input (e.g.,rotation of the function 465, change in position along the function 465,and/or movement of the targeted location 460) can be performed at alinear rate, using acceleration, using some combination of accelerationand deceleration, or using a custom function per movement type. Also,camera “springs” can be used to make the camera view changes feel to theuser as though the camera control UI has some give to it, i.e., thecamera view trails behind the control input a bit as the cameraaccelerates to match the control input, and then smooths to a stop whenthe user releases the camera control UI element (rather than immediatelystopping as soon as input to the camera control ceases). Finally, otherchanges can be made to the transitioning camera view, e.g., using thedefined function 465.

For example, the function 465 can be defined 400 by an algorithm thattakes into account other aspects of the 3D environment, such as objectsthat the camera view should not pass through. Thus, as shown in FIG. 4D,the function 465 can be defined 400 to curve 480 around an obstacle(e.g., a tree, which is not shown) in the 3D environment, e.g., usingcollision detection techniques. Other examples include changing the yawangle of the camera view in response to the user changing the zoomamount, e.g., turning the camera toward another predefined location ofinterest (such as the flag marking the hole on a golf course) as thecamera view zooms out to help the user understand where the finalobjective is within the 3D environment.

Embodiments of the subject matter and the functional operationsdescribed in this specification can be implemented in digital electroniccircuitry, or in computer software, firmware, or hardware, including thestructures disclosed in this specification and their structuralequivalents, or in combinations of one or more of them. Embodiments ofthe subject matter described in this specification can be implementedusing one or more modules of computer program instructions encoded on acomputer-readable medium for execution by, or to control the operationof, data processing apparatus. The computer-readable medium can be amanufactured product, such as hard drive in a computer system or anoptical disc sold through retail channels, or an embedded system. Thecomputer-readable medium can be acquired separately and later encodedwith the one or more modules of computer program instructions, such asby delivery of the one or more modules of computer program instructionsover a wired or wireless network. The computer-readable medium can be amachine-readable storage device, a machine-readable storage substrate, amemory device, or a combination of one or more of them.

The term “data processing apparatus” encompasses all apparatus, devices,and machines for processing data, including by way of example aprogrammable processor, a computer, or multiple processors or computers.The apparatus can include, in addition to hardware, code that creates anexecution environment for the computer program in question, e.g., codethat constitutes processor firmware, a protocol stack, a databasemanagement system, an operating system, a runtime environment, or acombination of one or more of them. In addition, the apparatus canemploy various different computing model infrastructures, such as webservices, distributed computing and grid computing infrastructures.

A computer program (also known as a program, software, softwareapplication, script, or code) can be written in any suitable form ofprogramming language, including compiled or interpreted languages,declarative or procedural languages, and it can be deployed in anysuitable form, including as a stand-alone program or as a module,component, subroutine, or other unit suitable for use in a computingenvironment. A computer program does not necessarily correspond to afile in a file system. A program can be stored in a portion of a filethat holds other programs or data (e.g., one or more scripts stored in amarkup language document), in a single file dedicated to the program inquestion, or in multiple coordinated files (e.g., files that store oneor more modules, sub-programs, or portions of code). A computer programcan be deployed to be executed on one computer or on multiple computersthat are located at one site or distributed across multiple sites andinterconnected by a communication network.

The processes and logic flows described in this specification can beperformed by one or more programmable processors executing one or morecomputer programs to perform functions by operating on input data andgenerating output. The processes and logic flows can also be performedby, and apparatus can also be implemented as, special purpose logiccircuitry, e.g., an FPGA (field programmable gate array) or an ASIC(application-specific integrated circuit).

Processors suitable for the execution of a computer program include, byway of example, special purpose microprocessors. Generally, a processorwill receive instructions and data from a read-only memory or a randomaccess memory or both. The essential elements of a computer are aprocessor for performing instructions and one or more memory devices forstoring instructions and data. Generally, a computer will also include,or be operatively coupled to receive data from or transfer data to, orboth, one or more mass storage devices for storing data, e.g., magnetic,magneto-optical disks, or optical disks. However, a computer need nothave such devices. Moreover, a computer can be embedded in anotherdevice, e.g., a mobile telephone, a personal digital assistant (PDA), amobile audio or video player, a game console, a Global PositioningSystem (GPS) receiver, or a portable storage device (e.g., a universalserial bus (USB) flash drive), to name just a few. Devices suitable forstoring computer program instructions and data include all forms ofnon-volatile memory, media and memory devices, including by way ofexample semiconductor memory devices, e.g., EPROM (Erasable ProgrammableRead-Only Memory), EEPROM (Electrically Erasable Programmable Read-OnlyMemory), and flash memory devices; magnetic disks, e.g., internal harddisks or removable disks; magneto-optical disks; and CD-ROM and DVD-ROMdisks. The processor and the memory can be supplemented by, orincorporated in, special purpose logic circuitry.

To provide for interaction with a user, embodiments of the subjectmatter described in this specification can be implemented on a computerhaving a display device, e.g., an LCD (liquid crystal display) displaydevice, an OLED (organic light emitting diode) display device, oranother monitor, for displaying information to the user, and a keyboardand a pointing device, e.g., a mouse or a trackball, by which the usercan provide input to the computer. For example, the user interfaceelement described in this specification can be operated using a mouseinput device rather than a finger on a touchscreen display. Other kindsof devices can be used to provide for interaction with a user as well;for example, feedback provided to the user can be any suitable form ofsensory feedback, e.g., visual feedback, auditory feedback, or tactilefeedback; and additional input from the user can be received in anysuitable form, including acoustic, speech, or tactile input.

While this specification contains many implementation details, theseshould not be construed as limitations on the scope of what is being ormay be claimed, but rather as descriptions of features specific toparticular embodiments of the disclosed subject matter. Certain featuresthat are described in this specification in the context of separateembodiments can also be implemented in combination in a singleembodiment. Conversely, various features that are described in thecontext of a single embodiment can also be implemented in multipleembodiments separately or in any suitable subcombination. Moreover,although features may be described above as acting in certaincombinations and even initially claimed as such, one or more featuresfrom a claimed combination can in some cases be excised from thecombination, and the claimed combination may be directed to asubcombination or variation of a subcombination. Thus, unless explicitlystated otherwise, or unless the knowledge of one of ordinary skill inthe art clearly indicates otherwise, any of the features of theembodiments described above can be combined with any of the otherfeatures of the embodiments described above.

Similarly, while operations are depicted in the drawings in a particularorder, this should not be understood as requiring that such operationsbe performed in the particular order shown or in sequential order, orthat all illustrated operations be performed, to achieve desirableresults. Further, the actions recited in the claims can be performed ina different order and still achieve desirable results. In certaincircumstances, multitasking and/or parallel processing may beadvantageous. Moreover, the separation of various system components inthe embodiments described above should not be understood as requiringsuch separation in all embodiments, and it should be understood that thedescribed program components and systems can generally be integratedtogether in a single software product or packaged into multiple softwareproducts.

Thus, particular embodiments of the invention have been described. Otherembodiments are also possible and may be within the scope of thefollowing claims. For example, rather than a gaming applicationpresenting a three dimensional gaming environment, other applicationsand three dimensional environments are also possible, such as a mappingapplication presenting a three dimensional environment generated fromsatellite and road network data. Thus, the single finger control systemsand techniques described in this document are usable with any 3Denvironment application or game (on a mobile device in portrait mode)having a camera in the 3D environment.

1-20. (canceled)
 21. A method comprising: receiving input indicating asingle touch point in a user interface presented on a two dimensionaltouchscreen display of a computing device; and while the single touchpoint is maintained during receipt of the input across the twodimensional touchscreen display, updating the user interface presentedon the two dimensional touchscreen display of the computing device inresponse to the input to change perspective for a three dimensionalenvironment in real-time; wherein the updating comprising simultaneouslyrotating and zooming a camera view in the three dimensional environmentin accordance with a first direction of the input and a second directionof the input, respectively.
 22. The method of claim 21, wherein theupdating comprises changing a height of the camera view during thezooming in accordance with the second direction of the input.
 23. Themethod of claim 22, wherein the updating comprises changing a tilt angleof the camera view during the zooming in accordance with the seconddirection of the input.
 24. The method of claim 23, wherein an amount ofthe tilt angle of the camera is set based on one or more objects ofinterest in the three dimensional environment.
 25. The method of claim22, wherein the updating comprises changing a yaw angle of the cameraview in response to an amount of zoom during the zooming.
 26. The methodof claim 22, wherein changing the height during the zooming compriseschanging the camera view in accordance with a function defined based onthe three dimensional environment.
 27. The method of claim 26, whereinthe user interface is for a golf game comprising different holes, andthe function is defined in accordance with an overall size and shape ofa current one of the different holes being played in the golf game. 28.The method of claim 26, comprising defining the function to curve aroundan obstacle in the three dimensional environment.
 29. The method ofclaim 21, wherein a speed of the rotating is varied in accordance with afirst distance from an initial input point of the single touch point,the first distance being along the first direction, and a speed of thezooming is varied in accordance with a second distance from the initialinput point of the single touch point, the second distance being alongthe second direction.
 30. The method of claim 21, wherein the updatingcomprises moving a targeted location, used for at least the rotating,toward a predefined location in the three dimensional environment atleast when the zooming is a zoom out.
 31. The method of claim 30,wherein the moving is done only when the zooming is a zoom out.
 32. Themethod of claim 30, wherein the predefined location in the threedimensional environment is a location in three dimensional space where aball is expected to hit an object in the three dimensional environmentafter the ball is struck.
 33. The method of claim 21, comprisingmodifying a targeted location, used for at least the rotating, based onuser input.
 34. The method of claim 21, wherein an anchoring point usedfor the zooming is different than an anchoring point used for therotating.
 35. The method of claim 21, wherein an anchoring point usedfor the zooming is one of a series of anchoring points defined in thethree dimensional environment.
 36. The method of claim 21, wherein theinput is initially received within a boundary of a user interfaceelement included in the user interface, and the user interface elementis moveable to another position in the user interface.
 37. Anon-transitory computer-readable medium tangibly encoding a computerprogram operable to cause a computing device to perform operationscomprising: receiving input indicating a single touch point in a userinterface presented on a two dimensional touchscreen display; and whilethe single touch point is maintained during receipt of the input acrossthe two dimensional touchscreen display, updating the user interfacepresented on the two dimensional touchscreen display in response to theinput to change perspective for a three dimensional environment inreal-time; wherein the updating comprising simultaneously rotating andzooming a camera view in the three dimensional environment in accordancewith a first direction of the input and a second direction of the input,respectively.
 38. The non-transitory computer-readable medium of claim37, wherein the updating comprises changing a height of the camera viewduring the zooming in accordance with the second direction of the input.39. The non-transitory computer-readable medium of claim 38, wherein theupdating comprises changing a tilt angle of the camera view during thezooming in accordance with the second direction of the input.
 40. Thenon-transitory computer-readable medium of claim 39, wherein an amountof the tilt angle of the camera is set based on one or more objects ofinterest in the three dimensional environment.
 41. The non-transitorycomputer-readable medium of claim 38, wherein the updating compriseschanging a yaw angle of the camera view in response to an amount of zoomduring the zooming.
 42. The non-transitory computer-readable medium ofclaim 38, wherein changing the height during the zooming compriseschanging the camera view in accordance with a function defined based onthe three dimensional environment.
 43. The non-transitorycomputer-readable medium of claim 42, wherein the user interface is fora golf game comprising different holes, and the function is defined inaccordance with an overall size and shape of a current one of thedifferent holes being played in the golf game.
 44. The non-transitorycomputer-readable medium of claim 42, wherein the operations comprisedefining the function to curve around an obstacle in the threedimensional environment.
 45. The non-transitory computer-readable mediumof claim 37, wherein a speed of the rotating is varied in accordancewith a first distance from an initial input point of the single touchpoint, the first distance being along the first direction, and a speedof the zooming is varied in accordance with a second distance from theinitial input point of the single touch point, the second distance beingalong the second direction.
 46. The non-transitory computer-readablemedium of claim 37, wherein the updating comprises moving a targetedlocation, used for at least the rotating, toward a predefined locationin the three dimensional environment at least when the zooming is a zoomout.
 47. The non-transitory computer-readable medium of claim 46,wherein the moving is done only when the zooming is a zoom out.
 48. Thenon-transitory computer-readable medium of claim 47, wherein thepredefined location in the three dimensional environment is a locationin three dimensional space where a ball is expected to hit an object inthe three dimensional environment after the ball is struck.
 49. Thenon-transitory computer-readable medium of claim 37, wherein theoperations comprise modifying a targeted location, used for at least therotating, based on user input.
 50. The non-transitory computer-readablemedium of claim 37, wherein an anchoring point used for the zooming isdifferent than an anchoring point used for the rotating.
 51. Thenon-transitory computer-readable medium of claim 37, wherein ananchoring point used for the zooming is one of a series of anchoringpoints defined in the three dimensional environment.
 52. Thenon-transitory computer-readable medium of claim 37, wherein the inputis initially received within a boundary of a user interface elementincluded in the user interface, and the user interface element ismoveable to another position in the user interface.